#include "GLTools.h" #include "GLShaderManager.h" #include "GLFrustum.h" #include "GLBatch.h" #include "GLMatrixStack.h" #include "GLGeometryTransform.h" #include "StopWatch.h" #include <math.h> #include <stdio.h> #ifdef __APPLE__ #include <glut/glut.h> #else #define FREEGLUT_STATIC #include <GL/glut.h> #endif #define GL_SILENCE_DEPRECATION //**4、添加附加随机球 #define NUM_SPHERES 50 GLFrame spheres[NUM_SPHERES]; GLShaderManager shaderManager; // 着色器管理器 GLMatrixStack modelViewMatrix; // 模型视图矩阵 GLMatrixStack projectionMatrix; // 投影矩阵 GLFrustum viewFrustum; // 视景体 GLGeometryTransform transformPipeline; // 几何图形变换管道 GLTriangleBatch torusBatch; // 花托批处理 GLBatch floorBatch; // 地板批处理 //**2、定义公转球的批处理(公转自转)** GLTriangleBatch sphereBatch; //球批处理 //**3、角色帧 照相机角色帧(全局照相机实例) GLFrame cameraFrame; //**5、添加纹理 //纹理标记数组 GLuint uiTextures[3]; //OpenGL使用固定管线绘制地球月球,自转于公转 bool LoadTGATexture(const char *szFileName, GLenum minFilter, GLenum magFilter, GLenum wrapMode) { GLbyte *pBits; int nWidth, nHeight, nComponents; GLenum eFormat; //1.读取纹理数据 pBits = gltReadTGABits(szFileName, &nWidth, &nHeight, &nComponents, &eFormat); if(pBits == NULL) return false; //2、设置纹理参数 //参数1:纹理维度 //参数2:为S/T坐标设置模式 //参数3:wrapMode,环绕模式 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapMode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapMode); //参数1:纹理维度 //参数2:线性过滤 //参数3:wrapMode,环绕模式 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter); //3.载入纹理 //参数1:纹理维度 //参数2:mip贴图层次 //参数3:纹理单元存储的颜色成分(从读取像素图是获得)-将内部参数nComponents改为了通用压缩纹理格式GL_COMPRESSED_RGB //参数4:加载纹理宽 //参数5:加载纹理高 //参数6:加载纹理的深度 //参数7:像素数据的数据类型(GL_UNSIGNED_BYTE,每个颜色分量都是一个8位无符号整数) //参数8:指向纹理图像数据的指针 glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB, nWidth, nHeight, 0, eFormat, GL_UNSIGNED_BYTE, pBits); //使用完毕释放pBits free(pBits); //4.设置Mip贴图,纹理生成所有的Mip层 //参数:GL_TEXTURE_1D、GL_TEXTURE_2D、GL_TEXTURE_3D glGenerateMipmap(GL_TEXTURE_2D); return true; } void SetupRC() { //设置背景 glClearColor(0, 0, 0, 1); //初始化着色器 shaderManager.InitializeStockShaders(); //开启深度测试/正背面剔除 glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); //获取球体模型 gltMakeSphere(torusBatch, 0.4, 40, 80); //小球体模型 gltMakeSphere(sphereBatch, 0.1, 26, 13); //地面坐标和纹理坐标,Z轴向外为正 floorBatch.Begin(GL_TRIANGLE_STRIP, 4,1); floorBatch.MultiTexCoord2f(0, 0, 0); floorBatch.Vertex3f(-20, -0.41, 20); floorBatch.MultiTexCoord2f(0, 1, 0); floorBatch.Vertex3f(20, -0.41, 20); floorBatch.MultiTexCoord2f(0, 0, 1); floorBatch.Vertex3f(-20, -0.41, -20); floorBatch.MultiTexCoord2f(0, 1, 1); floorBatch.Vertex3f(20, -0.41, -20); floorBatch.End(); for (int i = 0; i < NUM_SPHERES; i++) { //y轴不变,X,Z产生随机值 GLfloat x = ((GLfloat)((rand() % 400) - 200 ) * 0.1f); GLfloat z = ((GLfloat)((rand() % 400) - 200 ) * 0.1f); spheres[i].SetOrigin(x, 0, z); } //绑定纹理获取纹理文件texture glGenTextures(3, uiTextures); glBindTexture(GL_TEXTURE_2D, uiTextures[0]); LoadTGATexture("marble.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, uiTextures[1]); LoadTGATexture("erth.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); glBindTexture(GL_TEXTURE_2D, uiTextures[2]); LoadTGATexture("moonlike.tga", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR, GL_REPEAT); } //绘制球体 void drawSomething(GLfloat yRot) { //1.定义光源位置&漫反射颜色 static GLfloat vWhite[] = { 1.0f, 1.0f, 1.0f, 1.0f }; static GLfloat vLightPos[] = { 0.0f, 3.0f, 0.0f, 1.0f }; //许多静止的小球 glBindTexture(GL_TEXTURE_2D, uiTextures[2]); for (int i = 0; i < NUM_SPHERES; i++) { modelViewMatrix.PushMatrix(); modelViewMatrix.MultMatrix(spheres[i]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,modelViewMatrix.GetMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vWhite,0); sphereBatch.Draw(); modelViewMatrix.PopMatrix(); } modelViewMatrix.Translate(0, 0.2, -2.5);//大球小球都需要向上0.2向里0.25 //地球 modelViewMatrix.PushMatrix(); modelViewMatrix.Rotate(-90, 1, 0, 0);//纹理填充上去之后,不是按照南北极为轴旋转,所以转90度再按Z轴转 modelViewMatrix.Rotate(yRot, 0, 0, 1); glBindTexture(GL_TEXTURE_2D, uiTextures[1]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,modelViewMatrix.GetMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vWhite,0); torusBatch.Draw(); modelViewMatrix.PopMatrix(); //月球 modelViewMatrix.PushMatrix(); modelViewMatrix.Rotate(-yRot , 0, 1, 0); modelViewMatrix.Translate(0.8, 0, 0);//月球移动一定距离形成公转 glBindTexture(GL_TEXTURE_2D, uiTextures[2]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_POINT_LIGHT_DIFF,modelViewMatrix.GetMatrix(),transformPipeline.GetProjectionMatrix(),vLightPos,vWhite,0); sphereBatch.Draw(); modelViewMatrix.PopMatrix(); } //进行调用以绘制场景 void RenderScene(void) { //1.地板颜色值 static GLfloat vFloorColor[] = { 1.0f, 1.0f, 0.0f, 0.75f}; //2.基于时间动画 static CStopWatch rotTimer; float yRot = rotTimer.GetElapsedSeconds() * 60.0f; //清除缓存 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); // modelViewMatrix.PushMatrix(); M3DMatrix44f mCamara; cameraFrame.GetCameraMatrix(mCamara); modelViewMatrix.MultMatrix(mCamara); // modelViewMatrix.PushMatrix(); //沿着Y轴反转,使用的缩放y的缩放因子设置为负 modelViewMatrix.Scale(1, -1, 1); modelViewMatrix.Translate(0, 0.8, 0); //设置顺时针为正 glFrontFace(GL_CW); //绘制镜面倒影的球体 drawSomething(yRot); //恢复逆时针为正 glFrontFace(GL_CCW); modelViewMatrix.PopMatrix(); //绘制地板,开启混合(地面和倒影的球体混合) glEnable(GL_BLEND); //设置hunheyinz glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //绑定纹理 glBindTexture(GL_TEXTURE_2D, uiTextures[0]); shaderManager.UseStockShader(GLT_SHADER_TEXTURE_MODULATE,transformPipeline.GetModelViewProjectionMatrix(),vFloorColor,0); floorBatch.Draw(); glDisable(GL_BLEND); drawSomething(yRot); modelViewMatrix.PopMatrix(); //交换缓存区 glutSwapBuffers(); //提交,造成循环 glutPostRedisplay(); } void SpeacialKeys(int key,int x,int y) { float linear = 0.1f; float angular = float(m3dDegToRad(5.0f)); if (key == GLUT_KEY_UP) { //MoveForward 平移 cameraFrame.MoveForward(linear); } if (key == GLUT_KEY_DOWN) { cameraFrame.MoveForward(-linear); } if (key == GLUT_KEY_LEFT) { //RotateWorld 旋转 cameraFrame.RotateWorld(angular, 0.0f, 1.0f, 0.0f); } if (key == GLUT_KEY_RIGHT) { cameraFrame.RotateWorld(-angular, 0.0f, 1.0f, 0.0f); } } // 屏幕更改大小或已初始化 void ChangeSize(int nWidth, int nHeight) { //1.设置视口 glViewport(0, 0, nWidth, nHeight); //2.设置投影方式 viewFrustum.SetPerspective(35.0f, float(nWidth)/float(nHeight), 1.0f, 100.0f); //3.将投影矩阵加载到投影矩阵堆栈, projectionMatrix.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelViewMatrix.LoadIdentity(); //4.将投影矩阵堆栈和模型视图矩阵对象设置到管道中 transformPipeline.SetMatrixStacks(modelViewMatrix, projectionMatrix); } //删除纹理 void ShutdownRC(void) { glDeleteTextures(3, uiTextures); } #define GL_SILENCE_DEPRECATION int main(int argc, char* argv[]) { gltSetWorkingDirectory(argv[0]); glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(100,100); glutCreateWindow("SphereWorld"); glutReshapeFunc(ChangeSize); glutDisplayFunc(RenderScene); glutSpecialFunc(SpeacialKeys); GLenum err = glewInit(); if (GLEW_OK != err) { fprintf(stderr, "GLEW Error: %s\n", glewGetErrorString(err)); return 1; } SetupRC(); glutMainLoop(); ShutdownRC(); return 0; }
github地址:https://github.com/duzhaoquan/OpenGLErthAndMoon.git
原文:https://www.cnblogs.com/duzhaoquan/p/12849083.html